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you are playing the base game(3025) with base mechs Choose an Archer as part of your team and a decent size map with various elevations. As quick as you can get to a higher elevation with clear lines of fire. Target 1 mech and hit it with LRMs. Give it protection in a multi mech or multi player game. Have a secondary position(elevated) if they get to close and be ready to stand your ground or fall back as needed.
Light Battlemechs do not have heavy armor. Their speed is their armor! Keep light Battlemechs moving at a run or jump to get the highest movement modifier every turn. A high movement modifier will make the Battlemech difficult to hit with weapons fire and may even discourage your opponent from attempting to fire weapons at the Battlemech in the first place.
If you’re facing a force with say a medium, 2 heavy and 1 nasty assault Battlemechs (Mech), then ignore the assault Mech. Concentrate weapons fire and physical attacks against the medium and heavy Mechs, preferably starting with the Mechs with lighter armor, and try to take them out quickly. That big nasty assault Mech won’t be as bad if it is standing alone against several Mechs.
If you own the game Heroscape, the hexagonal base plates work perfectly with the Battletech miniatures as Battletech uses the same hexagonal base. If you don’t own the game, check ebay and google, you should be able to find good deals on plates if you are patient. It’s a perfect way to flesh our your games with 3D terrain that is already gridded. Happy hunting!
To help you keep all the movement modifiers straight during the Weapons Fire Phase use ‘Dirt’ Dice. Get yourself a bunch of small white, red and blue or green dice. After a unit completes its move, place a die beside it according to what it did. If the unit Walked (or cruised) for 4 hexes, then place a White die with 1 pip showing. The White die equates to its walk and the 1 pip equates to its movement modifier (3 or 4 hexes is a movement modifier of 1). Place a Red die by any unit which Ran (or flanked) and a blue or green die by any units which jumped. Use a white die with 6 pips (a +6 modifier is impossible to get for a unit which walked/cruised) for a unit which stood still. So when its time for the Weapons Fire Phase, a glance at the die beside your unit and your target will tell you which modifiers you need to add to your pilot’s gunnery skill to determine your to-hit number. No messing around trying to remember what any of the units did, it’s all right there on the table!
When using assault ‘Mechs, make sure you take full advantage of its damage potential. Assault ‘Mechs usually have an armor and firepower advantage over lighter ‘Mechs, but there’s more to exploit. Wade into the center of enemy formations with guns blazing and judiciously use physical attacks! Lighter ‘Mechs will have trouble standing in there for long against a 16 point (or more) kick or an 8 point (or more) punch on top of the withering weapons fire!
It is just possible—if your strip out some of the weapons and reduce some of the others to less powerful ones—to install jump jets on the Battlemaster mech. (forgive my not having specifics on this; it’s been a lot of years since I’ve played Battletech)
While this may seem a complete waste of time from a movement standpoint, it does make for a very frightening/effective Death From Above maneuver.
Some ‘Mechs are big and tough, but they don’t have as much firepower as you would expect. However, don’t forget that ‘Mechs can charge, and charging a lighter ‘Mech can cripple it, or completely destroy it (if the ‘Mech was already damaged, or if there is a huge size difference). Your badly damaged ‘Mech can charge one of the opposing units (if it is able to do so), resulting in a glorious mutual destruction 😀